Saturday, September 21, 2019

Asuryani Force for Epic Apocalypse

I was going to include this in my previous painting update post, but it ended up being so much that I felt it deserved a whole post of its own.

I've been toying with the idea of using the new Warhammer 40,000: Apocalypse rules with my "Epic Scale" 40K stuff. Recently I was looking at what I had and took stock and tried to form them into detachments to see how big of a game (in terms of number of units and power level - the minis are really very small...) I could put on the table and what, if anything I'd need to paint to play reasonable sized battle. I found for both Eldar and Space Marines I had in the neighbourhood of 300-400 Power Level. I may paint up a few more items for both forces before I actually get these on the table... I'm shooting for about 400 Power Level on each side.

To start with... The Eldar

ASURYANI FORCE for EPIC APOCALYPSE



The entire force (so far!). This comes to about 400 Power Level

These were previously organized for Future War Commander - where an element is an element and the number of figures on each stand wasn't really important, so I wasn't really fussed about having the correct number of itty-bitty warriors on each stand. Consequently, a number of these elements have less than the basic number of models that should be on a stand - in these cases I assume that it represents the basic/minimum number that would be in a squad - for example,  you can field Warp Spiders in squads of five or ten, my stands have only three on each of them (because I only had ten of them and I wanted more than just two squads and needed something I could use as a CO/HQ element - so I did three stands of three plus a smaller stand of just one - which would represent the HQ element.

Supreme Command Detachment



Headquarters
Farseer (1) - 4PL
Farseer (1) - 4PL
Farseer (1) - 4PL

Lord of War
WraithKnight (1) - 21 PL

Total: 33 Power Level

Outrider Detachment



Headquarters
Warlock (1) on Skyrunner 6PL

Fast Attack
4x Windriders(3) @ 5PL = 20PL
2x Vypers (2) @10PL = 20 PL

Total: 46 Power Level

Spearhead Detachment #1



Headquarters
Warlock (1) on Skyrunner 6PL

Heavy Support
4x Falcon Grav Tank (1) @10 - 40 PL

Total: 46 Power Level


Spearhead Detachment #2 



Headquarters
Warlock (1) on Skyrunner 6PL

Heavy Support
4x Falcon Grav Tank (1)@10 - 40 PL

Total: 46 Power Level


Spearhead Detachment #3



Headquarters
Warlock (1) on Skyrunner 6PL

Heavy Support
4x Falcon Grav Tank (1)@10 - 40 PL

Total: 46 Power Level

Eventually all these "spearhead" detachements above will be converted to "Battalion" detachments as I finish up some Dire Avenger elements that will be able to ride around in them, making them more of a mechanized assault force than a fast, light tank force. Much like these two Vanguard Detachments below with other Aspect Warriors (Fire Dragons and Striking Scorepions):

Vanguard Detachment #1



Headquarters
Warlock (1) on Skyrunner 6PL

Elite
4x Fire Dragon (5) @5 = 20 PL

Heavy Support
4x Falcon Grav Tank (1)@10 = 40PL

Total: 66 Power Level

Vanguard Detachment #2



Headquarters
Warlock (1) on Skyrunner 6PL

Elite
6x Striking Scorpions @7 = 42 PL

Heavy Support
4x Falcon Grav Tank (1) @10 = 40PL

Total: 88 Power Level

Outrider Detachment #2 



Headquarters
Autarch with Warpjump Generator 7PL

Fast Attack
3x Warp Spiders(5) @7 =21 PL

Total: 28 Power Level


With all of these I am at 399 Power Level...

I do have one more detachment I could possibly add...

Allied Harlequin Battalion Detachment?



Headquarters
1x Troupe Master (1) - 4PL (not shown)

Troops
3x harlequin Troupe (5) = 15 PL

Fast Attack

Void Weaver (1) - 9PL
(Not shown, but painted - It's actually just an Eldar Vyper model all painted up in motley)

Total: 28 Power LeveL

I'm not sure about using all these Warlock on Skyrunner Jetbikes as Detachment Commanders... but it's what I got. I do have a few other command stands that could be warlocks on foot or Autarchs. They could easily be mounted up in a spare Falcon... I guess we'll see about how well they do roaring around on Jet bikes and how easily they are picked off!

I do have loads more to paint - THREE Phantom titans! Loads more Falcon tanks, piles and piles of Guardian Defenders, Support Weapons, a couple of Revenant Titans (unfortunately later models - that don't really match the ones that I have for regular scale 40k...), more aspect warriors (Swooping Hawks, Howling Banshees, Dire Avengers, etc). I also have one old tempest heavy grab tank - and a second that's missing its turret (if anyone out there HAS a spare Tempest Turret...?)

Haven't costed it all out, but considering the Phantom Titans are all 130+ EACH - I could easily have 1000 Power Level of forces, should they ever all get painted!!!

I also have loads of Marines, and Imperial Guard, and Squats (which, I guess, could be fielded as MORE Guard), a pile of Chaos and Ork stuff as well...


Coming Soon to Tim's Miniature Wargaming Blog:

later this weekend there should be a game-a-day update for the third week of September and hopefully some Necromunda game reports!

Also I'll probably do a post about the Epic Space Marines for Apocalypse, at some point in the not-too-distant future...

An Unusual Assortment of Odd and Sundry Items

I've been painting. Some of it's been further experiments with Contrast® paints.



So... eight and a half years ago I bought a pile of these dirt cheap 1/35 scale Maschinen Krieger (Ma.K) models... and haven't really done anything with them. Through long and convoluted series of circumstances and thoughts and ideas, I got to working n a few of them this last week.

My general idea was that these could be part of a Rogue Trader's personal retinue. The equipment might be of Xenos origin - having been out beyond the imperium for so many years (decades... CENTURIES...!?) they've taken on equipment of xenos manufacture or design - to replace equipment that was lost or broke beyond repair along their journey. Either that or possibly a unit of mostly human mercenaries working in the employ of the T'au...?

I did try converting a few to incorporate actual 40k weapons... but they mostly ended up looking goofy. The most I've left with their original weaponry and just repainting and adding pilots to the ones that are opened up - like this one (which, unfortunately, is about a THRID of them!)

While doing a bit of the converting and priming and painting, I started working out the beginnings of a whole story behind the unit and of the Rogue Trader that employs them - I imagined a sort of arch-nemesis that is an Ordos Xenos inquisitor - after them because they truck with filthy xenos and use their tainted equipment and weapons... But the unit/Rogue Trader also has an ally that is an Ordo Hereticus or Malleus inquisitor - who has called upon the Unit/Rogue Trader for assistance in hunting down rogue psykers or possessed minions of chaos creatures with diabolical plans....

There are 24 of these walkers in total - 8 have open tops. I think I'll field them as four units of five (each with a leader with an open top) and the remaining four will be command or characters (they will also all have open tops). Probably make up some stats similar to Space Marine Dreadnoughts.



Fire and Ice! I can't remember where either of these guys came from. I know the Ice one I picked up in a bargain bin for a dollar some time ago... look like they might be fun golems or other creatures of fire and ice that could be conjured - or just exist - in some location a future party is passing though...

The ice guy was all mostly done with contrast paints.



Reaper Bones Mouslings - all painted with Contrast® paints. Turned out okay.



A Reaper Bones Dwarf wizard on a pony. Also painted with Contrast® paints.



Van Saar Juve. MORE experimenting with Contrast® paints. this won't be a member of my own Van Saar gang. They're all going to be in purple. I thought I'd do a little something different with this one - I have four or five of this exact figure, I'm not likely to ever need them all - especially since there are also OTHER Van Saar Juve I have (I think there are eight or nine in all!)



An assortment of odd scientific-fi figures. Not sure where any came from - other than some came from a bargain bin, others from lots of odd stuff off of eBay. I thought they's make some great Hive Scum in our Necromunda campaign(s).



Giant Rat - I think from Real PArtha...? Or maybe pre-slotta Citadel...? going one a pet for the Ratskins... or their quarry!



Reaper Bones halfling chef I thought I could use as a Necromunda Ratling "Slopper" - he claims he knows at least 49 delectable dishes he can prepare from raw Corpse starch and a few other easily obtainable spices and ingredients...



Wargames Foundry Street Violence ganger. I figure she'll see action with the Escher gangers - but may have a history. That jacket - did she used to run with house Delaque? Or did she steal it off of a dead Delaque Ganger...?



Two more recruits for my Delaque gang. Both are figures from Hasslefree miniatures. Originally I just did headswaps and painted them up - but they didn't look right. having a closer look I realized all the old Citadel Miniatures metal Delaqu gangers I had had popped/standing up collar on their jackets. So I scraped some paint off in appropriate areas and added some green stuff collars - and I redid the goggles I'd done the first time around. I'm not sure I love the goggles on these... but they're better than they were and I'm not going to start over on them as these are "good enough" for me...



The Beast from Below - a marker that can be added to the board in a Necromunda game - if anyone passes with in a certain distance of it, there is a chance they have disturbed the beast and it attacks!



Old "Epic scale" Asuryani jet bikes. I've been re-orging the epic forces for possible use with Warhammer 40000: Apocalypse.



MORE Epic Sale Eldar.

More on them in a moment or two...

Coming Soon to Tim's Miniature Wargaming Blog: 

More about the Epic Eldar for Apocalypse.

later this weekend a game-a-day update and some Necromunda game reports!

Monday, September 16, 2019

The Pit

For them which comes from below, it seemed only natural and right that they should try to seize control of the Mine Workings - it does stretch down into their realm and impinge on the personal space of the Patriarch which rules over all of them. The sneaky ones in black were making their move to control the area. They had to be taught a LESSON!

This week Finnegan and his Average Joes Genestealer Cult challenged my One-Eyed Red Snakes Delaque gang for control of The Pit - an abandoned mine shaft, extending from the lower parts of the Bronze Gates to some place much, much darker far below even the lowest reaches of the under hive.

SCENARIO

We played a Sneak Attack Scenario - Finnegan's Genestealer Cultists were attacking into the territory of the Delaque Gangers to deface their relic... I got to set up 5 sentries who did sort of random stuff until the alarm was raised. Finnegan got his whole gang - or at least all the ones that he had figures for (I think her recruited a few new members last game, but didn't get figures painted for them) and the Magos and other champion were out recovering from serious injuries.


THE GAME

Things were going poorly for me since I'd lost two out of action for a game and a third captured in my last game, hadn't gained territory and collected very little income from my sole territory... So before we got started, I petitioned my House for aid... and they came through with a trainer. Four (d3+1) characters gained d6 experience. I gave the experience tp my leader and Rutubulum (both of whom were missing this game, as well as Mus and Rotis. Mus and Rutubulum both gained enough that they were able to roll on the Ganger advancement. Mus got smarter (improved Intelligence score) and Rutubulum increased his toughness! Later I decided Artifex would spend 6 of his XP to increase his Ballistic Skill.



After we set up the battlefield, I could set up my sentries anywhere and had to set up a gang relic somewhere on the board within 6" of the board edge.



So I moved a few wall sections around so the wall section tagged with their gang logo could be the relic the Genestealer Cultists were wanting to deface.



The Genestealers came from two directions. One group had the Hybrid Acolyte and three neophytes with shotguns.



The other, smaller group just had two with autoguns.

For the first round they all just moved up to doors.



I got my remaining ganger - a newly recruited Juve (Neo 86753) - just happened to wander up a hall towards one of the groups of Genestealer Cultists stacked by a door just outside the hall with the gang relic.



They totally gunned him down... but that raised the alarm. Raising the alarm meant my gangers now acted normally... but none of them had ready tokens - so Finnegan got to finish out his turn before my gang could act.



The other group of Cultists charged into the room and shot Oraculum three times - wounding and causing flesh wounds every single time - the third one reduced his toughness to her and took him out of action.

Two out of six down - not looking good. Luckily with the home turf advantage, I passed by bottle check.



Round two was just a brutal, point-blank shoot-up! The One-Eyed Red Snakes took down Joe Schmoe, but then Joe Gazebo entered the battle blazing away with his autogun and took both Glacies and Rotis out of action in a single burst!

Down to two... I voluntarily bottled and fled with the last two...


POST GAME

So the Genestealer Cultists took over the mine and gained 130 credits (from scenario rewards and income) and recruited another Neophyte for free and got a pile of reputation (+3, I think...) - So as long as he gets them PAINTED he should have little problem fielding two more cultists in his next game (he DID assemble the rest of his Genestealer Cultists a week or so ago, and last week they all got primed, so...) - and have his leader and Champion back!

Unfortunately Glacies was captured after the fight. Rotis and Oraculum were both seriously injured enough that they'll now have to miss the next encounter - Rotis actually ended up with a permanent eye injury and has had his Ballistic Skill reduced to 5+!?

From the scenario rewards I gained only 20 credits and my territory only provided 10 credits of income... Luckily I had 15 left over from before so I was able to pick up a Power Axe and some Filter Plugs for Artifex. and now I'm broke again, and down to five fighters...



My entire crew for the next game... yikes! Looks like I'll be petitioning the House for aid again!

Hopefully The Grrrlz will get in a game tomorrow!


Coming Soon to Tim's Miniature Wargaming Blog:

Another report for our Bronze Gates Campaign - as the Two Escher gangs face each other!

I have a large group or odd and sundry items that have been making their way off my workbench. Some of them are sort of related to Necromunda... the rest is at least sort of 40k-ish...?

Sunday, September 15, 2019

September Games - Week Two




Still doing pretty good on the SECOND week of my September Game-A-Day Challenge...


Sunday, 8 September 2019



We started our long anticipated Necromunda Dominion Campaign this evening!

There is some background and details of the starting gangs and territories here:

The Bronze Gates Campaign (A Necromunda Dominion Campaign)



It was a short and brutal fight that ended with the leaders of the two gangs in a vicious melee together!

Full details of the game can be found here:

Encounter a Fahr's Pipe


Monday, 9 September 2019



On Monday Evening, Keira and I then played our first game.



It did not go well for the One-Eyed Red Snakes (my House Delaque gang)...

Full details of the game can be found here:

Battle at Bilton's Corner


Tuesday, 10 September 2019



Keira humoured me with a super quick game of Retro Lunacy after her dance classes.

I won.

and then I went to bed... not feeling really well - but I got in my game for the day!!


Wednesday, 11 September 2019



One Wednesday we tried out Twilight Squabble. Keira bought this when it came out a couple years ago. I'm not sure why...? She hasn't seemed particularly motivated to read the rules and figure out how to play. So, I finally sat down and ran us through a game (the card pack hadn't even been opened - it was still in plastic!?).

We tied in the balance of power, but I was just ahead in the space race - so I won!


Thursday, 12 September 2019

Thursday evening Amanda and Keira played Century Golem Edition with me.



Our starting market - so many men generating cards! And a victory card that's 20 and all pink... and everything else was green and yellow!? So Weird.



Been a while since Keira's played, she said she'd forgotten how fun it was. Hopefully this will mean she'll be interested in playing it more often..?



I squeaked out a win, but just barely. 78 points. Amanda had 73.


Friday, 13 September 2019



Friday we played Mysterium. Originally we though we'd have seven, but then two bailed and it was just us and Laura - which was fine. Everyone figured out who their suspects were with a turn to two to go... Finnegan guessed who the murder was... but he was the only one... Ah, well...


Saturday, 14 September 2019



Finnegan did run his D&D 5E game in the afternoon... They actually finished up the adventure, levelled up (to third level already!) and then played a funnel adventure for Dungeon Crawl Classics...

And in the evening....? Well, I picked up Stranger Things Season Two on DVD from the library (Yes, we have not seen Season Two - or Three!! - yet. Amanda won't let us get Netflix because she says we'll never get ANYTHING done if we do... she's probably not wrong... so we have to wait for things to be released on DVD...) So we started watching that and I didn't get to play any games. But there WAS a game on Saturday, at our house, that half the family played it... so I'm counting it as a successful week!




Coming Soon to Tim's Miniature Wargaming Blog:

More games in our Necromunda campaign!

Tuesday, September 10, 2019

Battle at Bilton's Corner

Bronze Gates Necromunda Dominion Campaign - Game Two

On Monday evening Keira and I got in our first game in our Necromunda Dominion Campaign.

For a bit of info on the campaign background, the territories within the Bronze Gates and our starting gangs check out this post:

The Bronze Gates Campaign (A Necromunda Dominion Campaign)

for an After Action Report of Game One (between Finnegan's Genestealer Cult and Amanda's Escher Gang) check out this post:

Encounter a Fahr's Pipe

As Bung's Hole had already been snapped up by The Crimson Wave, I challenged Keira's Pink Punchers for control of D52 - the region's Gambling Den...


SCENARIO

We played a quick Tunnel Skirmish scenario, just as Amanda and Finnegan had in their game. As I was the challenger, the One-Eyed Red Snakes (my Clan Delaque gang) was the attacker and the Pink Punchers were the defenders. The battlefield was set-up accordingly and Keira began her deployment.


THE GAME



Keira chose to set up her gang in one tile (defender had the option of setting up in one tile, or within 3" of a board edge).



I had a fancy gang tactic that allowed me to move some barriers up to 3"... so I thought I'd be tricky and take away her cover...



And set up my guys, basically in the same room!



This was a mistake... Delaque are stealthy and sneaky. I should have played them that way, instead of making a big gamble like this - having and instant big shoot-out with the whole gang...



Unfortunately, the Pink Punchers got priority, which meant half their gang went before I could do anything.



Straight off, Zuzana charged out and sprayed half my gang down with her Chem-thrower (mental note - need to invest in respirators - or at least filter plugs!!) - I got EXTREMELY lucky and only my leader lost a wound and the other two just happened to hold their breath and/or duck out of the way of the gas cloud.



I did my sneaky-beaky thing - threw a smoke grenade into the middle of the room - now I could see them, but they couldn't see me!



Part of the Pink Punchers made a run for it and tried to outflank the One-Eyed Red Snakes.

Unfortunately, with all the Chems still in the air from Zuzana's Chem-Thrower, the smoke dissipated VERY quickly.



Rotis retreated out into the hall and threw a smoke grenade down there as well to try and make the Escher Gangers think twice about coming that way.



He was joined by Mus and the two of them took pot shots at the Pink Punchers in hard cover at the end of the hall. A Seriously wounded Glacies crawls their way looking for help (I'd forgotten until part way through the game that if you had a Standing and Active fighter next to one that was Prone and Seriously Injured in the end phase they can offer them assistance - allowing them to roll TWO injury dice and discarding one of them - increasing the chances of re-entering the game with only a flesh wound and diminishing the odds of bleeding out).



Back in the room where things had all started... Rutabulum had popped another smoke grenade blinding the Escher gang. Artifex, the Delaque leader, had then moved out from cover and shot Elicia, The Pink Punchers leader. She was only pinned and had crawled away to cover to recover. Zuzana, unable to see any targets to shoot, had charged into the smoke and encountered Artifex - who got in a lucky jab with his stiletto and took her out of action! Then the smoke cleared and Elicia charged ARtifex and totally took HIM out of action! Yikes! Then Rutabulum unloaded his clip at her, pinning her in the open... but failed an ammo check!

As both had lost people bottle checks were made, and FAILED!



Travona, Krystal Q., and Defay hiding in cover at the far end of the hall cover by Mus and Rotis. One of them got a lucky shot with their lasgun and injured Defay.

Rotis decided he'd had enough and left during the Flee step of one turn (it made sense, he was down to ONE toughness - having sustained TWO flesh wounds!!)



Nico Skullz had had enough of hiding in cover and blazing away at the Delaque Gangers in cover, and ran out and tried to shoot Rutabulum pointblank before he could reload his autogun!



Shortly after this Defay, Elicia and Glacies would all fail cool checks and scarper.



This left only Rotis and Rutubulum and Travona, Krystal Q., and Defay. Rutubulum joined Rotis who was still exchanging fire down the hallway while hiding behind hard cover. Travona decided she'd had enough of this and rushed them. Rotis, who was also down to One Toughness scarpered leaving only.



A blast from Travona's plasma pistol pinned Rutubulum.



Travona rushed around the barrier and shot Rutubulum again,  pointblank with her plasma pistol, seriously injuring him. Defay then ran around the barrier as well and performed a coup-de-grace, removing the final Delaque Ganger from the table and ending the game.


POST GAME

Artifex and Rutabulum's injuries were serious, indeed. They will both be missing the next game. Partem was less seriously injured but while he was crawling away in the dark, a group of the victorious Pink Puncher came upon him and tied him up and dragged him back to Punchville! Ugh! First game and my leader is out of action along with another ganger, and another ganger is captured! Down three when I only started with eight! I'll only be able to get Partem back if I choose to do a rescue mission the next time I face the Pink Punchers, but considering how depleted my gang is, that may be a SUICIDE MISSION into the Pink Punchers den in Punchville!

Zuzana, the only member of the Pink Punchers that was taken out of action, was also grievously injured and will sit out her next game as well... Snake bites is NASTY!

Between the scenario rewards, and income from her settlement and newly acquired Gambling Den, the Pink Puncher brought in 175 credits AND recruited a new Juve for free! She decided she'd wait to do any new hiring or purchases until later...

The One-Eyed Red Snakes, on the other hand, only brought in 35 credits... and also recruited a free Juve. The credits weren't really enough to even equip the lad... I did have some credits left over from gang creation and was able to track down a Bolter for Artifex (though I didn't have enough to get a Power Axe as well - so I STILL can't actually use my Leader Figure for the Delaque Gang.... guess it doesn't matter much anyway, as he's missing the next game anyway...). As he was missing the next game, Artifex gave up a bunch of his equipment to the gang's stash and it was used to equip the young Juve - Neo86753. That, at least, brings my NUMBERS back up to six for the next game... but the rating of those available will be somewhat lower than whoever I end up facing...


Coming Soon to Tim's Miniature Wargaming Blog:

Probably something related to Necromunda...? I do have a fair few minis and terrain bits to paint before the game weekend in October - that I'm sure we'll make use of in our campaign as well!

At the end of the week there will be a regular weekly update on the September Game-A-Day Challenge.